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1. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
There's so many good ideas being posted here that I've given up trying to read them all and just posting my thoughts here. Some are ideas I've had (and posted) in the past, others are new ones I gained from reading other posts. Proximity Dete...
- by Tsabrock - at 2013.11.13 21:01:00
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2. galaxy needs expansion - in Player Features and Ideas Discussion [original thread]
Edited by: Tsabrock on 14/11/2010 22:53:09 I understand entirely what the OP means. I've been around for over 7 years. I'm not so sure I've even posted on this topic in the past. Yet the universe *IS* too small, so it deserves to be brought-up...
- by Tsabrock - at 2010.11.14 22:52:00
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3. [Idea] Fix bloom graphics blowing out BG and Gas clouds - my eyes - in Player Features and Ideas Discussion [original thread]
I remember Oblivion and other games having similar problems when HDR was enabled. There were mods for the game that helped alleviate the problem, but the root of it I think is driver-side miscalculations that result in HDR effects being too bright...
- by Tsabrock - at 2010.07.16 18:35:00
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4. Dedicated ORE Transport ship - in Player Features and Ideas Discussion [original thread]
I'm guessing you're looking for something in-between an Industrial ship and the Orca - something that can only haul ore, but haul more ore than a fully-fitted Industrial. The thing is, the Orca was meant to be the that intermediary ship, between ...
- by Tsabrock - at 2010.07.14 16:34:00
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5. PI Improvement Collaberation - in Player Features and Ideas Discussion [original thread]
#2 - I suggested an idea very similar to this about a month ago. My idea was to do away with the current extraction mechanic. Do away entirely with extraction duration cycles - instead extractors are set to an always-on system. Then introduce a sl...
- by Tsabrock - at 2010.07.14 16:20:00
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6. Tech 3 Industrial Cruiser - in Player Features and Ideas Discussion [original thread]
Although I only have time atm to just skim the topic, I like the idea from page 1. /signed. --- I don't read the forums all the time here - if you read something here and want to respond to me directly, EVE-Mail me, and I'll eventually read it.
- by Tsabrock - at 2010.06.14 20:38:00
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7. POSs: Flogging the Dead Horse - in Player Features and Ideas Discussion [original thread]
I had some ideas of my own for Tech 2 POS's I've written over the last couple weeks and posted the other day HERE . I do like the OP's ideas, although I would envision them as a potential Tech 3 POS setup - modular and more "generic" while my Te...
- by Tsabrock - at 2010.06.05 22:08:00
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8. Tech 2 POS - An extended article for your consideration - in Player Features and Ideas Discussion [original thread]
You're right, I should toss a link to this post in there, it'd be extra ideas to consider. I do like his ideas too, but I think would be a bit more work to cde + implement. Those ideas are similar to the ideas I had floating around for potential T...
- by Tsabrock - at 2010.06.05 21:57:00
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9. Tech 2 POS - An extended article for your consideration - in Player Features and Ideas Discussion [original thread]
Originally by: Vespoi Filar Overall you have quite a few good ideas. There is however one stupendously huge catch. CCP has more or less admitted that the POS code is horrible! Like seriously bad bug inducing, prone to breaking, terror cod...
- by Tsabrock - at 2010.06.03 22:20:00
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10. Tech 2 POS - An extended article for your consideration - in Player Features and Ideas Discussion [original thread]
Edited by: Tsabrock on 03/06/2010 20:53:48 Edited by: Tsabrock on 03/06/2010 20:52:42 Originally by: GavinCapacitor I like the idea of putting pos's anywhere, but I think in addition to not being near any other towers or an outpost...
- by Tsabrock - at 2010.06.03 20:52:00
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11. Tech 2 POS - An extended article for your consideration - in Player Features and Ideas Discussion [original thread]
Edited by: Tsabrock on 03/06/2010 19:44:44 The Rest of the Structures, and how theyÆd be adjusted: As for the rest of the structures, there are a numerous ideas already floating-around for how to improve them for Tech 2 usage. Many items, su...
- by Tsabrock - at 2010.06.03 19:42:00
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12. Tech 2 POS - An extended article for your consideration - in Player Features and Ideas Discussion [original thread]
Edited by: Tsabrock on 03/06/2010 19:47:11 Major Design Change: Tower Roles As Tech 2 items, towers should offer a much greater CPU and Power Grid output, to help offset the extra demands put on it from the Corporate Assembly Array. With the...
- by Tsabrock - at 2010.06.03 19:34:00
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13. Tech 2 POS - An extended article for your consideration - in Player Features and Ideas Discussion [original thread]
Edited by: Tsabrock on 03/06/2010 19:47:40 Edited by: Tsabrock on 03/06/2010 19:43:30 I've seen surprisingly little on the forums in the regards to Tech 2 POS structures beyond the "Bigger is Better" mentality. With Tyrannis and PI, I've r...
- by Tsabrock - at 2010.06.03 19:28:00
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14. underclocking modules - in Player Features and Ideas Discussion [original thread]
I agree, this is an interesting idea. --- I don't read the forums all the time here - if you read something here and want to respond to me directly, EVE-Mail me, and I'll eventually read it.
- by Tsabrock - at 2010.06.03 19:17:00
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15. Eve anti analizing - in Player Features and Ideas Discussion [original thread]
If you're using an nVidia card, you can use the free nHancer utility to force AA in applications. It gives a much greater degree of customization than the standard nVidia Control Panel - from enabling AA and Anisotropic Filtering in games that don...
- by Tsabrock - at 2010.04.20 19:32:00
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16. Scripting smartbombs - in Player Features and Ideas Discussion [original thread]
Edited by: Tsabrock on 20/04/2010 19:17:01 Introducing scripts to Smart Bombs is an interesting idea, but like what Heikki says, scripts were mostly introduced as a nerf, which smartbombs hardly need (in fact, I think they could use a slight b...
- by Tsabrock - at 2010.04.20 19:16:00
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17. Re-Specing Skillpoints? - in Player Features and Ideas Discussion [original thread]
This topic has been discussed a variety of times in the past. The thought I had on it a long time ago was this: Flag one skill to be "unlearned". The process is gradual, and similar in speed to what it was to train it. The unlearning of skills is ...
- by Tsabrock - at 2010.04.20 19:07:00
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18. The next frontier after Incarna and Dust 514 - in Player Features and Ideas Discussion [original thread]
Edited by: Tsabrock on 20/04/2010 18:52:48 I was always a fan of the Wing Commander, Descent, and Freespace games, and I've always found the idea intriguing. The biggest hurdle to this, however is the networking issues. In discussions on this ...
- by Tsabrock - at 2010.04.20 18:52:00
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19. BRING BACK ENGINE TRAILS - in Player Features and Ideas Discussion [original thread]
Edited by: Tsabrock on 23/09/2009 17:02:18 /signed Also I'd like to see some of the old engine sounds back. Some of the ships sound like they're using an old diesel boat engine. I miss the old FX for my Deimos, although admittedly I haven't ...
- by Tsabrock - at 2009.09.23 17:02:00
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20. proximity probes - in Player Features and Ideas Discussion [original thread]
Edited by: Tsabrock on 22/09/2009 16:58:57 Not a bad idea. Here's my thoughts on it. I'd suggest a much-smaller scan area - instead each probe would only cover the current grid it's located in. This would likely be less taxing on the server...
- by Tsabrock - at 2009.09.22 16:57:00
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